Every ID is a faction ID. The Mercenary ID represents the Mercenary Faction. It isn't as organised or defined as the Bounty Hunter faction, but it is still a faction. Rule 6.4 simply states that just because you have the right faction ID doesn't mean you joined the Official Player Faction. That rule is to keep players from claiming official faction rights and status just because they have the applicable ID. It does not state that you don't have to join a faction. I'll just quote the part of my reply to Shryke where I prove the Freelancer ID is a faction ID. It should be obvious that it applies to all IDs, not just Freelancers.
Faction: a party or group (as within a government) that is often contentious or self-seeking
party spirit especially when marked by dissension
Party: A person or group taking one side of a question, dispute, or contest
A group of persons organized for the purpose of directing the policies of the government
A person or group participating in an action or affair
Group: A number of individuals assembled together or having some unifying relationship
Freelancer: A person who acts independently without being affiliated with or authorised by an organization
A person who pursues a profession without a long-term commitment to any one employer
We'll start with freelancer and use the definition that least fits with what I intend to prove. So a freelancer is a person who acts independently without being affiliated with or authorised by an organization. Next we'll look at the definition of group. A group is a number of individuals assembled together or having some unifying relationship. There are many freelancers, so they are a number of individuals. And they have a unifying relationship, they all want the governments and factions to leave them alone to ply thier trade. That means we have a group of freelancers. A faction is a...group (as within a government) that is often contentious or self-seeking. Well, the freelancers are definately a group. They are contentious and self seeking. In short, they are a faction. I used Webster's Definitions for this, but if you want we could use the Wiki. They prove it even quicker
Now I'll bring in the applicable rules and tie it all together.
Quote:6.10 Player reputation and conduct must match player actions. For instance a player may not dock on a base belonging to the persons whom they are attacking or being attacked by.
Quote:6.9 The individual ID cards may have restrictions and/or allowance that are not covered by these rules. In the event of conflict, the ID's override the rules.
Quote:6.1 Every player must have an ID equipped on his or her ship.
Quote:1.1 Discovery Freelancer 24/7 RP (Discovery RP) is a ROLEPLAYING SERVER. Role playing is REQUIRED while playing here.
Ok. You have to have an ID mounted at all times, 6.1. You have to follow all restrictions of the ID, 6.10 & 6.9. You have to roleplay, 1.1. And the definition of faction dictates that all ID's are faction IDs. Therefore, by the rules, you have to join a faction. You have to roleplay as a member of that faction. Your roleplay of that member must be in keeping with the limits and restrictions of the faction and faction ID.
***Randomizator***
Stories that do not have to be approved as shows of good rp and keys for capships will not work. For example, I could post a wonderful story, six pages long, about how my Liberty Cruiser was hijacked by my Independat Hacker and his crew. How we then donned the crews uniforms and started flying the lanes demanding fines and contraband cargo. This story, wonderful as it may be, would lead to illegal role and gameplay. Without somebody to police the stories, the problem will just continue unchecked.
No capital ship is standard. The standard liberty ships are the Patriot and Defender types, and the the subsequant ships derived from them, excluding any that claim rare in the description. Ships aren't the only thing you control. You control the character, who controls multiple ships. Your ship doesn't speak with a funny accent. Your ship doesn't decide between being a freighter or fighter. Your character, and his faction, mores, ethics, ideals, and financial situation determines these things. Ships are the way we move about, trade, fight, and recognize one another, they are not the character. Even AI's can move to a different ship/body. What I said was not contradictory, because a special ship is not special if everybody has it. If everybody is flying capital ships and bombers, there is very little diversity. But if people are flying everything from starfleas to dreadnoughts, now that's diversity.
***Nooblet***
Your posted reasons for not being able to join a faction did not show a disabillity to join, but a disinclination. If you don't want to join a faction, that's ok. But don't say you cannot, as that is not true. So far the reasons I have seen for not joining a faction are as follows;
1) Inabillity to interact and cooperate with the leader.
2) Disinclination to fly any ship that cannot mount the top of the line weapons or has payload restrictions.
3) Time constraints
4) Disinclination to be punished for violations to roleplay
5) Unwilling to play a character of that faction
Now reasons three, four, and five are rediculous. If you have the time to roleplay with others when you are not in a faction, then you have the time to roleplay with others while in a faction. There are no duties that eat into your time anymore than being an independant does. And if you are unwilling to roleplay a Junker then don't get a Junker ID. If you do, and don't roleplay it according to the faction and faction ID you are going to be punished. To many people are tired of players not following rp and are snapping screenshots for the admins left and right.
Reasons one is a personal reason, and probably the only reason that's been quoted that is not an excuse. If you cannot get along with the faction leader and there is absolutely no chance of amicable roleplay within the player faction because of this, then yes, don't join. Remember, I've never once said that being an independant should be illegal.
Reason two is a mostly a mechanics issue, people are to concerned with pew pew, and not concerened enough with playing thier roles. If you are a pirate, living on the fringe, struggling to make repairs, and living from heist to heist, you aren't going to be flying top of the line ships using top of the line weapons. Not every character you have can be a pirate king or fleet admiral. As I've said, when you fly through a system and there are more capital ships and special/restricted ships, then there has been a breakdown in role play. When you design all your characters so as to use only the best, then you are violating the spirit of the game. You are designing roles to meet the mechanics you want, rather than using mechanics that fit the role.
"Two things I know; Gravity sucks and Ion Storms blow. And that proves the universe is trying to kill us all" - Barren Waste, Captain of the Wasteland Wanderer
An approximation of my reaction when I see my next victim...er, these forums.